ROMay 18
TacSE3: Equivariant SE(3) Motion Estimation from Low-Texture Visuotactile Images for In-Gripper Tracking and CompensationZhongyuan Liao, Junzhe Wang, Qingyang Liu et al.
Robotic in-hand manipulation requires reliable object-motion tracking under frequent visual occlusion, yet low-texture visuotactile images provide few stable correspondences for conventional image- or geometry-matching methods. This paper presents TacSE3, a tactile motion-estimation pipeline that converts low-texture visuotactile observations into a decoupled three-dimensional force field and estimates incremental rigid-body motion on SE(3). The method derives planar translation from contact-centroid motion and estimates rotation primarily from shear-related tactile responses, yielding a physically interpretable signal for in-gripper tracking and compensation. Experiments with paired DM-Tac fingertip sensors show that dual-sensor sensing reduces translation-rotation ambiguity, supports rotation tracking across axes and object geometries, and provides a lightweight compensation signal that improves disturbance tolerance in downstream manipulation tasks without retraining the base policy.
ROJan 10, 2025Code
CoDriveVLM: VLM-Enhanced Urban Cooperative Dispatching and Motion Planning for Future Autonomous Mobility on Demand SystemsHaichao Liu, Ruoyu Yao, Wenru Liu et al.
The increasing demand for flexible and efficient urban transportation solutions has spotlighted the limitations of traditional Demand Responsive Transport (DRT) systems, particularly in accommodating diverse passenger needs and dynamic urban environments. Autonomous Mobility-on-Demand (AMoD) systems have emerged as a promising alternative, leveraging connected and autonomous vehicles (CAVs) to provide responsive and adaptable services. However, existing methods primarily focus on either vehicle scheduling or path planning, which often simplify complex urban layouts and neglect the necessity for simultaneous coordination and mutual avoidance among CAVs. This oversimplification poses significant challenges to the deployment of AMoD systems in real-world scenarios. To address these gaps, we propose CoDriveVLM, a novel framework that integrates high-fidelity simultaneous dispatching and cooperative motion planning for future AMoD systems. Our method harnesses Vision-Language Models (VLMs) to enhance multi-modality information processing, and this enables comprehensive dispatching and collision risk evaluation. The VLM-enhanced CAV dispatching coordinator is introduced to effectively manage complex and unforeseen AMoD conditions, thus supporting efficient scheduling decision-making. Furthermore, we propose a scalable decentralized cooperative motion planning method via consensus alternating direction method of multipliers (ADMM) focusing on collision risk evaluation and decentralized trajectory optimization. Simulation results demonstrate the feasibility and robustness of CoDriveVLM in various traffic conditions, showcasing its potential to significantly improve the fidelity and effectiveness of AMoD systems in future urban transportation networks. The code is available at https://github.com/henryhcliu/CoDriveVLM.git.
AIMar 4, 2025
Fair Play in the Fast Lane: Integrating Sportsmanship into Autonomous Racing SystemsZhenmin Huang, Ce Hao, Wei Zhan et al.
Autonomous racing has gained significant attention as a platform for high-speed decision-making and motion control. While existing methods primarily focus on trajectory planning and overtaking strategies, the role of sportsmanship in ensuring fair competition remains largely unexplored. In human racing, rules such as the one-motion rule and the enough-space rule prevent dangerous and unsportsmanlike behavior. However, autonomous racing systems often lack mechanisms to enforce these principles, potentially leading to unsafe maneuvers. This paper introduces a bi-level game-theoretic framework to integrate sportsmanship (SPS) into versus racing. At the high level, we model racing intentions using a Stackelberg game, where Monte Carlo Tree Search (MCTS) is employed to derive optimal strategies. At the low level, vehicle interactions are formulated as a Generalized Nash Equilibrium Problem (GNEP), ensuring that all agents follow sportsmanship constraints while optimizing their trajectories. Simulation results demonstrate the effectiveness of the proposed approach in enforcing sportsmanship rules while maintaining competitive performance. We analyze different scenarios where attackers and defenders adhere to or disregard sportsmanship rules and show how knowledge of these constraints influences strategic decision-making. This work highlights the importance of balancing competition and fairness in autonomous racing and provides a foundation for developing ethical and safe AI-driven racing systems.
CVOct 14, 2025
UniGS: Unified Geometry-Aware Gaussian Splatting for Multimodal RenderingYusen Xie, Zhenmin Huang, Jianhao Jiao et al.
In this paper, we propose UniGS, a unified map representation and differentiable framework for high-fidelity multimodal 3D reconstruction based on 3D Gaussian Splatting. Our framework integrates a CUDA-accelerated rasterization pipeline capable of rendering photo-realistic RGB images, geometrically accurate depth maps, consistent surface normals, and semantic logits simultaneously. We redesign the rasterization to render depth via differentiable ray-ellipsoid intersection rather than using Gaussian centers, enabling effective optimization of rotation and scale attribute through analytic depth gradients. Furthermore, we derive the analytic gradient formulation for surface normal rendering, ensuring geometric consistency among reconstructed 3D scenes. To improve computational and storage efficiency, we introduce a learnable attribute that enables differentiable pruning of Gaussians with minimal contribution during training. Quantitative and qualitative experiments demonstrate state-of-the-art reconstruction accuracy across all modalities, validating the efficacy of our geometry-aware paradigm. Source code and multimodal viewer will be available on GitHub.